Ideas to improve society terminal (Part 2)

True Juan

Marauder
Joined
Oct 6, 2006
Posts
6,152
Location
Slovakia
Society
Cz-Sk Crows
Avatar Name
True TJ Juan
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Organisational:
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Society Members List

Upgraded list with info such as:
  • - Name (Full player name)
  • - Profile Icon (Personal Info of the player, age, location, and other)
  • - Total Skills (ability to turn ON/OFF to certain member ranks),
  • - Planet (Current planet that the avatar is on)
  • - Last Login (having it in FL is nice, but time consuming to check),
  • - Activity (Graph showin hours nnline - week, month, year stating also the total for specific time-range).

Auto-Kick Inactivity

Possibility to set to:
  • 1 month
  • 2 months
  • 3 months,
  • 1/2 year
  • 1 year

Different rank could have a different setting of the Auto-kick.
When a player is about to be auto-kicked, a message is shown to 1st & 2nd Rank so that they can take action:
  • Yes, kick
  • Yes, leave message
  • No, lower in rank
  • No, postpone for one month

Auto-Promote/Demote

Options of:
  • skill-based
  • time-based

Auto-Delete(Disband) Society

After ALL members are inactive for more than 6 months the soc should be automatically disbanded, many dead societies ingame - we need QUALITY not QUANTITY

Application to Society

Anility to setup requirements by society leader:

  • Minimum Health
  • Minimum Highest Profession
  • Minimum Total Skills
  • Minimum Reputation
  • Minimum Age
  • Country
Otherwise:'Your avatar does not have the necessary requirements to apply for this society'

Leadership Change

Leader could decide on who will take his place without people having to vote (depending on a soc TYPE: could be dictatorship, democracy or some other type)

Notification to Members

Ability to notify all members with important information:
  • Information
  • Society Hunt
  • Meeting
  • Landgrab

Society Calendar

Possibility to mark random things such as:
  • Society Events,
  • Meetings in-game/rl,
  • Birthdays, or
  • In-game events

Activity Stream

Something like a FB Wall where soc members can add text, and where globals of members would be stored (last week or something similar)

Recruiting List

When soc is recruiting its members and has it set to recruiting, it will be added to a "Recruiting List". So players have an easier way to see which soc are looking for members.

Administrative Functions

Separate administrative functions such as ability to accept new members from rank. Be able to set a few people that are co-leaders(assistance).

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Ranking:
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Different Statistics and Rankings:

To have societies fight for different stats in rankings add the following TOP50:
  • Total Skills
  • Average Skills
  • Volume Skills
  • Hunting Globals
  • Mining Globals
  • Crafting Globals
  • PVP Kills
  • PVP Deaths
  • Damage Dealt
  • Creatures Killed
  • Total Hours Activity
  • Average Hours Activity
Ranking of societies that are not in TOP50 would be shown only if clicked on the individual society. This way societies would know how much they have to work to be in TOP50.

Remove Ranking With Most Members

There are so many socs out there with over 100 players, where 10 are maybe playing, no point in keeping track of this statistic. Also would create more competition between more small societies.

Minimum 10 Members for Ranking

Lot of socs with less than 10 people in society in the rankings. (5 people is not a society)

Member Ranks

Add more rank types such as:
  • Medieval (King, Prince, Duke, Baron, Knight, Esquire)
  • Mafia (Capo di tuttu capi, Capo Crimine, Capo Bastone, Consigliere, Soldato, Picciotto)
  • Shogun(Emperor, Shogun, Daimyo, Samurai, Ronin, Peasant)
  • Roman (Commander, Legate, Centurion, Signifier, Immunes, Munifex)
  • Business (President, Director, Manager, Secretary, Assistant, Trainee)
  • Egyptian (Pharaoh, Vizer, Noble, Scribe, Peasant, Slave)
  • Custom (Customisable by the society leader similar to the way ranks work in XFIRE guild)


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Complex:
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Society Properties(Land Areas, Shops, Malls, Banks)

Holder of deed able to set a % of how much goes to each member from the revenue (more complex explanation to come)

Storage

Members put in items they can lend out and the soc leaders are able to recall these items at any time. In addition to that it could be upgradeable so it can hold more items (Either by events, missions or other form)

Upgrades

(soc to start with minimum of 5, maximum 20, and upgradable throu missions to 50 etc. why have 200 - more competition between socs, and more active socs) (Society Buffs)

Missions

Doing society missions would unlock buffs features like (+1HP for all members, +1m range of weapon, +1 speed etc. by collecting certain mission items etc. and upgrading - price would have to be high, and if a soc gets disbanded all features die with it)

Bank

Members could set amount of peds to send to society bank and the amount saved up would be visible by other players and then the peds could be used to buy some item, or estate, or upgrades for society.
Members could set certain amount from [1 - 1000] peds, and the amount already put in bank would be also visible in the member list (roster).

Governments

Each society would be able to choose a government type, for example (Anarchy, Capitalism, Feudalism, Communism, Socialism, Fundamentalism, Utopia, Dictatorship, Technocracy, Republic etc) Each government type would have a certain aspect which would have some benefits and some negatives - more defence, less attack, more HP, less regeneration etc.
Just tp give an example (it would ofcourse have to be balanced out, but to put the idea here:

Anarchy: (+1 Strength, + 2 HP, -1 Members)
Capitalism: (+2 slots in Auction, +2 Members, +Intelligence, -1 Agility)
Communism: (+1% Evade/Dodge, +1 HP)
Feudalism: (+1 Agility, +1 Intelligence, +1 Psyche, +1 Strength)
Fundamentalism: (+1% Critical Damage, -2 HP)
Dictatorship: (+1 Agility, +1 Strength, -1 HP)
Utopia: (+2 HP, +1 Member, +1% Run Speed, -1 Psyche, -1 Strength)
Technocracy: (+1 Inteligence, +1% Skill Gain, +1 HP, -2 Strength)
Republic: (+1 members, +1% Run Speed, +1 Agility, -1 Strength)

Each government type would have a few positives, and few negatives, to even it out as much as possible. When the society upgrades (costing money) the numbers would increase. Depending on the "Tier" of the soc, thats the amount they would have (example Tier 5 = 5 Intel, 5 Members etc depending on the base).

A society would be able to change the government type but it would cause a "revolution" in the society and the "repairs" after would cost a certain amount of money. (So that people dont change it all the time, but to have the option).

Society Wars
After you have initiated a WAR with another soc, there is a 24 hour countdown, then the societies have 7 days to fight each other. Society with more kills gets 90% of all AMMO spent during the war. War would be active all over universe meaning PVP everywhere for the societies at war

Challenges

One society could challange another society into an instance competition, or other form of competition. If a challange is accepted with a certain time set, both societies have for example either 5 10 15 members competing and with a certain DPS allowed. They come to the competition broker and he sets the goals and the timer goes off. The challange would always be random, so never the same. (People would have to know the game well in order to be efficient.) Since it would be a competition between societies, prizes would be in form of ammo that was lost during the competition (no loot would be given for example if certain mobs should be killed).

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Other:
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Remove Society Terminal Altogether
Make it's menu and interface be accessible anywhere by a using a hotkey or action library action.


Society Features Online / APP
Make society features also available through the web interface to aid senior members with administration (for example, so that member list could be cut&pasted into a spreadsheet).

Update of GUI for Society Terminal
Its funny how we have a different looking GUI for everything

Access via Virtual Tycoon
Access to society features via smartphone app Virtual Tycoon

Adding Society as 1 Entry
Ability to add/remove your own or any other Society to Estate/Vehicle/Space Ship guest list as one entry.

Ability to Turn on/off Society Chat
Sometimes people have stupid remarks so would be good to mute them (for all or custom members)

Minimum Level to Create Society
Requirement of at least LVL 10 in any profession to create a society.

Minimum Amount of Members
Requirement of at least 3 members for a society to exist. Must be done withing 5 days.

Maximum Amount of Members
Maximum of 30 players in 1 society. From all the 200 player societies, I bet none have more than 30 people really active. (possibilities to upgrade up to 50)

Options of Search for Societies
Search by member count, different rankings, government type, tags, etc.

Society Globals
Globals could be added(as an option) to the society chat when a member globals

Alliances
3 socs could form an aliance in possible society wars

Society Front Page
Better looking society front page, where society can have more complex information than currently. Better design. Also the possibility to add custom LOGO.

Society Activity Info
Show how active a society is (how many members usually online each day) a simple chart or graph showing what hours the members are usually online

Society Guest List
Soc Ranks 1+2 should have option to add/remove people from the guest list.
All people on guestlist have access to Soc Chat (read/write).
In Soc chat guests should have a tag (guest) when writing there.
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Please add more suggestions so that they are all in one place.

True Juan :bandit:


Link to OLD THREAD:
https://www.planetcalypsoforum.com/forums/showthread.php?205811-Ideas-to-improve-society-terminal
 
Last edited:
I'd like to see some confirmation that MA were looking at Societies and the Society terminal in general.

Just about every other interface has had some improvements.

Strong society bonds keep players playing after all.

I also understand there is a never ending list of "things to fix & implement" but bear in mind there will be voting rights soon - so cast your votes wisely citizens! ;)

+rep True Juan for your perservence.
 
Notification To Members
Ability to notify all members with important information.

That's all I want :yay: Even a welcome msg will do
 
I'd like to see some confirmation that MA were looking at Societies and the Society terminal in general.

Just about every other interface has had some improvements.

Strong society bonds keep players playing after all.

I also understand there is a never ending list of "things to fix & implement", there will be voting rights soon, cast your votes wisely citizens! ;)

Either good Loot or Societies. I think people wouldnt mind losing a few peds here and there if it was with friends aiming at a certain goal, but societies must have a bigger cause and better goals.
Since the channels were created societies have little use now :)
 
Ok maybe less use would be appropriate? :)

To clarify, I'd advise people to join active societies, and not be freelancers and rely on channels.

Join societies and THEN use channels (if they want to). ;)

I dont think channels were ever designed or provided as a replacement, but to enable people from different societies to talk amongst themselves easier.
 
Imo would be cool if they added "Society buffs" where it would be reset every 24h or something. With different buffs and tiers which can only be unlocked by doing society missions of some kind.

Examples:
Trader tier I - X increased item slots available in auction.

Hunter tier I - X increased % attack speed

Miner tier I - X increased weight limit

Tamer tier I - X lower food consumption

And so on ;).

Perhaps a limit of 2 buffs active at once?

To enable said buff/s, perhaps members can donate X PED or <insert item name here> to get it activated for 24h or more.
 
:eyecrazy::eyecrazy::eyecrazy:
YES YES PLZ!
 
Imo would be cool if they added "Society buffs" where it would be reset every 24h or something. With different buffs and tiers which can only be unlocked by doing society missions of some kind.

Examples:
Trader tier I - X increased item slots available in auction.

Hunter tier I - X increased % attack speed

Miner tier I - X increased weight limit

Tamer tier I - X lower food consumption

And so on ;).

Perhaps a limit of 2 buffs active at once?

To enable said buff/s, perhaps members can donate X PED or <insert item name here> to get it activated for 24h or more.


Yeah something like I said in the soc missions. Having upgraded socs would give it more meaning and players would have to cooperate and not change societies like socks to have advantages.
 
Added a few more and edited a few. If anyone has suggestions, ideas, or improvements of already mentioned ideas, go ahead and post it :)
 
Lets make societies an important part of EU :) If you guys have more ideas or improvements to the ones already mentioned then just add it here :)
 
Lets add more ideas or improve the ones we already have here :)
 
Some very good ideas.
I don't agree with disbanding the small societies. It's their wish to be a group of 3 to 5, why should we say they can't?
I also think we should leave the "Most Players" ranking in, especially with the ideas of auto-kick and auto-disband, the 'bad' should become apperent. When a player is about to be auto-kicked, a message to 1st & 2nd Rank so that they can take action like [yes, kick], [yes, leave message], [no, lower in rank], [no, postpone for one month]. Sometimes the soc knows why someone is inactive (taking a break, summer, baby, new job 1000km away, etc.)

One idea of my own: I like to have a "Search by Tag" option and other improved search-options. It's now impossible to know where to start looking for a new society. Societies can add Tags, for example 'hunting' 'europe' 'fun' 'caly' 'teamhunts' 'pvp' 'beer'. Other search-options can be [min/ max members], [time created], and more that doesn't come to my mind right now. :ahh:
 
Some very good ideas.
I don't agree with disbanding the small societies. It's their wish to be a group of 3 to 5, why should we say they can't?
I also think we should leave the "Most Players" ranking in, especially with the ideas of auto-kick and auto-disband, the 'bad' should become apperent. When a player is about to be auto-kicked, a message to 1st & 2nd Rank so that they can take action like [yes, kick], [yes, leave message], [no, lower in rank], [no, postpone for one month]. Sometimes the soc knows why someone is inactive (taking a break, summer, baby, new job 1000km away, etc.)

One idea of my own: I like to have a "Search by Tag" option and other improved search-options. It's now impossible to know where to start looking for a new society. Societies can add Tags, for example 'hunting' 'europe' 'fun' 'caly' 'teamhunts' 'pvp' 'beer'. Other search-options can be [min/ max members], [time created], and more that doesn't come to my mind right now. :ahh:

The search idea is great, will add something in that sense to the list :)

Regarding the disbanding of societies of 3 to 5, its not mentioned anywhere. Only thing that was suggested is that to be ranked in the different rankings, the minimum member count would be 10 people. :)
 
Add society globals to society chat, as an option!!!!


Rgds

Ace
 
Add society globals to society chat, as an option!!!!


Rgds

Ace

Thats a good one. I removed the different color of member global and put this instead as this is much better :)

Thanks, more ideas are welcomed :)
 
From my website to add to this thread as requested:

I think it’s widely accepted that the society functions in-game currently available are outdated, providing little incentive to manage a society or join one, and even becoming burdensome on those who do administer groups.

I believe True Juan a while ago managed a society wishlist. That list got me thinking: What would make a good society structure for EU?
Here it is:
[h=1]The Current Structure[/h]The current society structure consists of 6 ranks, for each society, each rank being progressively able to kick more people out, and manage a few updates. These updates are largely only noticed when a person is at the society terminal, and the ranks are basically meaningless titles players are forced to conform to if they want to join a social group or create one. They do not support a creative structure, instead they seem to enforce a type of game immersion. While this is good starting out, it’s not so good overall.
[h=1]Proposition[/h]Create a society structure based on tiered advancement levels. These advancements grant new abilities within the society, and can be earned through either society longevity, or completion of related quests, or a combination of both.
Start with the basic society structure that exists now, in terms of ranks and titles, and add functionality to all societies for these items:

  • Message of the Day
  • Total Skill Count
  • Last Date/Time Online
  • Preferred Language
  • Language Filter (for foul mouthed folks or socially conscious groups)
  • Event Calendar
  • Chat Channels Used (for societies that use multiple chat channels this can be helpful – discussed later)
  • External Website
  • External Voice Chat Service
Create an underlying system of rewards for societies that have been around a long time and/or have a high member base capable of completing ingame tasks. This system of rewards allows the society to grow.
[h=3]Reward Tier 1: Customizable Ranks and Privileges[/h][h=4]1,000 points, or 1 year ingame[/h]The Rank Archetype option “Custom” is added to the society terminal. Up to 20 ranks may be defined by the user, each with their own name, and privileges. Rank Archetypes may only be selected by the society leader. Privileges may also only be assigned by the society leader.
Privileges added include:

  • Recruit New Members
  • Expel members of rank or below (define 1-20)
  • Moderate/Open Society Chat
  • Add/Deny voice (members with voice can talk during moderated chat)
  • Mute/Unmute a Society Member (only applies to society chat)
  • Start a Trial (in a democratic or monarchial style society, a trial may be used to expel a member)
  • End a Trial (ends a trial before it is concluded by a jury)
  • Create a Jury (in a democratic or monarchial style society, a jury is selected at random from 10 participants who are all online at the time)
  • Update description page (updates all info for society)
  • Allow/Disallow new member applications
  • Access/Deny Society Storage
  • Access/Deny Society Buildings
  • Access/Deny Society Merchants
  • Access/Deny Society Taxes
  • Automatic Access to Channel (specified)
[h=4]New items[/h]Chat: Societies may specify in their description chat channels they use. Members will be automatically added to these channels. How they are automatically added depends on what is specified by their rank. This is useful for societies that may be large, like NBK, but may also wish to help new players. Instead of having multiple divisions they may now all consolidate under one flag. This will be useful for completing society quests.
Moderation: Chat channels can now be moderated by a member with sufficient privileges. This can be used to stop arguments, or for events, or other tasks.
Voice: Voiced members can talk during channel moderation
Mute/Unmute: Sometimes a person may be a problem. Or they might just be drunk. Folks may not want to, or have the authority to kick them. But they can still resolve the problem by muting them, so they do not disturb the rest of the society while people are figuring out what to do about them.
Trial: This option is automatically enabled by default. A person with sufficient privileges may put another person on trial, to remove them from the society. This circumvents needing a leader involved in every decision, and reinforces a sense of community.
Jury: Randomly selected. If there are not enough people online a jury cannot be formed.
Society Storage: If applicable, shared storage can be accessed by the rank specified.
Society Buildings: If applicable, private buildings shared with only society members can be accessed by the rank specified.
Society Merchants: If applicable, merchants managed by the society may be accessed by the rank specified.
Society Taxes: If a land area is managed by the society and taxes are split, this rank is entitled to a share of those taxes.
[h=3]Reward Tier 2: Customizable Society Archetypes[/h][h=4]5,000 points or 2 years in-game[/h]The society may choose a government structure.
Society Government – Democracy
In a democratic society votes count for everything. The leader is selected by vote. People are expelled by trial, or by leadership decision/delegated responsibility only.
Society Government – Monarchy
In a monarchy, the leader cannot be removed, however trial functions are still open to expel members, including the leader, if the membership warrants it. In the event the leader is removed, the next leader is determined by highest rank + longest time in society combined.
Society Government – Dictatorship
In a dictatorship the leader may not be removed except in cases where the leader appoints a new leader, and trial functions are disabled.
Society Government – Achievement
In achievement oriented societies the person with the most skills is the leader. The system automatically uses skill counts to determine this once a month.
Society Government – Oligarchy
In oligarchial societies the leader is elected once a month based off total accumulated wealth, including assets managed. These assets are calculated at their current market value, including markup.
[h=3]Reward Tier 3: Increased Member Count[/h][h=4]10,000 points or 3 years in-game[/h]Available Member Count is increased by 50.
[h=3]Reward Tier 4: Society Headquarters[/h][h=4]20,000 points or 4 years in-game[/h]A society may designate one building as for society use. This building is the society headquarters. This opens up functionality later on for storage, society specific quests, society merchants, etc.
[h=3]Reward Tier 5: Society Daily Quest[/h][h=4]30,000 points or 5 years in-game[/h]One Society quest may be added to the society building. The society quest is an NPC that hands out a daily quest that can be completed in addition to daily quests for corporations, planetary entities, or other NPC affiliated groups. This allows for faster point accruals.
[h=3]Reward Tier 6: Increased Member Count[/h][h=4]60,000 points or 6 years in-game[/h]Available member count is increased by 50.
[h=3]Reward Tier 7: Society Shopkeeper/Shared Revenue[/h][h=4]120,000 points or 7 years in-game[/h]One shopkeeper may be designated as operated by the society. Representatives authorized to use this privilege may do so. The merchant may have a society tax rate added to it, with that tax being divided up amongst all eligible members. If the society building is a shop or stall, then the entire shop may be designated as for use by the society at this time.
[h=3]Reward Tier 8: Society Daily Quest[/h][h=4]240,000 points or 8 years in-game[/h]Additional society quest NPC.
[h=3]Reward Tier 9: Society Shared Storage[/h][h=4]480,000 points or 9 years in-game[/h]Society Storage is allowed on one container, located in the society building.
[h=3]Reward Tier 10: Society Land Area/Shared Revenue[/h][h=4]1,000,000 points or 10 years in game[/h]A land area maintained by a participant may be declared for society use. A portion of its taxes, set by the society, is sent to society taxes, and divided up amongst all eligible members.
[h=3]Reward Tier 11: Increased Member Count[/h][h=4]1,250,000 points[/h]50 more society members are allowed to join.
[h=3]Reward Tier 12: Increased Member Count[/h][h=4]1,500,000 points[/h]50 more society members are allowed to join.
[h=3]Reward Tier 13: Increased Member Count[/h][h=4]2,000,000 points[/h]The society may maintain another building.
[h=3]Further Rewards[/h]Every 250,000 points afterward + 10 society members.
Every 500,000 points afterward + 1 merchant
Every 750,000 points afterward + 1 storage container.
Every 1 million points afterward + 1 building.
Every 10 million points afterward + 1 land area.
[h=2]Gaining Points[/h]Points are gained at a rate of 1 point per task completed. Each task is offered daily, by mission brokers in the towns on planet. For planet Calypso, the towns would be Port Atlantis, Cape Corinth, Fort Ithaca, Fort Fury, Atlas Haven, Minopolis, Fort Zeus, Nymphtown, Twin Peaks, Fort Isis…
Outposts are not included here deliberately. These are town exercises.
Each task may only be completed once per day.
[h=2]Task Variety[/h]Some NPC’s may give general tasks, such as Kill x amount of creature, or deliver x amount of a (looted item). The creature selected may be random. The looted item will be a general loot item. Sometimes it will be easy and very economical. Sometimes it wont be so easy. If the task is too hard or too expensive, it may be abandoned and 24 hours after abandonment it may be attempted again.
Other NPC’s will have tasks related to a specific industry or planetary cause. If you are on a task related to an industry 3 things happen:
1) Your faction standing with that particular industry goes up. This faction will begin to like you. Functionality can be added here based on ranking with a faction, however a society may declare allegiance to a group, if their members have a predominantly good standing. This may expose the society to additional quests and open world PvP opportunities. The fighting is deemed consentual based on society membership. Those who do not wish to engage should talk with their society leadership about allegiance and why they object.
2) Your faction standing with the industry in opposition to your task goes down. This faction begins to dislike you. If they dislike you too much, they will refuse to give future quests. Additional functionality can be added here based off the faction ranking as well.
3) You are PvP flagged against the industry you are going up against. This flag goes into effect in 90 seconds, allowing you to get out of the general area of the quest giver and not be camped.
[h=3]Who are the factions?[/h][h=4]The factions are:[/h]Calypso Defense Forces (colonial)
Planetary Government
Wastelanders (chaos)
Mutants (native)
Omegaton (corporate)
Genesis (corporate)
Chikara (corporate)
[h=3]Why do the factions matter?[/h]When you talk to a faction NPC, they will send you on a raid of an opposing factions headquarters, or send you to defend their headquarters against raiders. You will not be lootable, however from this point forward you are PvP flagged to the group that you are sent to fight against, until your task is either complete, or you are killed by somebody flagged to fight your faction.
Each faction has a home town. In that home town you may find apartments (currently owned by Marcus) which are set up as suites for key members of the corporation, from the CEO to researchers to maybe a guard or a military personality. The point is there are multiple apartments set aside in these areas for these NPC’s. They’re decorated, etc, and inside is an item that you may be quested to obtain.
Once you get to the apartment, only you may go in. No other player may follow you. This is so apartments cannot be camped. However different floors can be. So can the cities themselves. Alternate means of entry besides the teleporter is advised…
icon_smile.gif
It may also be wise to employ scouts who are currently neutral…

Your job is to retrieve the assigned item. Once you retrieve it your task is complete. You do not have to return it to the NPC. Simply picking the item up resolves the quest. However, your journey there may not be easy, as people will be tasked with defending their faction vs your raid. They may not know where you are going, but they are tasked with killing a member of your faction, and they will want to do it.
[h=3]Example Scenario[/h][h=4]Scenario A[/h]Omegaton Representative Beatrix Kiddo has asked you to retrieve a document from the suite of a chief researcher for Chikara. Chikara’s hometown is Sakura city. You fly your Sleipnir into Sakura, being careful to avoid watchful eyes, and begin exploring the apartments. You’ve asked a friend to help you look. Eventually you find this researchers suite, its 12F of building Ai.
You head into the building. Oh man, there’s somebody with a purple name! You quickly take aim before they see you, and send them back to the revive. Now you know you’ve been spotted though, so you better act quickly.
You step up to the teleporter and teleport just as somebody else comes into your field of vision. You disappear just as the sound of a gun fires. You’re on floor 12. It’s clear. You step into suite F, and go up to the desk. There’s a disk there. You grab it, and quickly upload the data to representative Beatrix. It’s done. You have gained 1 point for your society.
[h=4]Scenario B[/h]At Port Atlantis there’s a known member of the Planetary Government who works with colonists to keep the area safe. They say there’s a problem with Boorum showing up uninvited into places they are not wanted. They ask you to bring back tropies collected from 10 Boorum, to send them a message.
Your best weapon is Bukins Blade.
As much as you’d like to take a slice at the Boorum, you think you’ll lose your head before they lose theirs.
You try again tomorrow, and find that Berycled are attacking the walls of Port Atlantis. Your Bukins Blade is perfect against them. You accept the mission and quickly earn 1 point for your society.
[h=3]What’s this about headquarters?[/h]Each faction has a home base. That home base is dedicated to that factions interests. However initially there will not be quest related NPC’s there to hand out quests. Instead these areas will be gradually decorated as the quest system grows to show off more about the faction in question, and provide more advanced daily or weekly missions for a variety of different rewards.
For now, the home bases should be considered extra PvP zones that are only enabled for as long as you are flagged with the appropriate quest. You may enter them as usual as long as you are not flagged.
[h=3]What about the Wastelanders? They have no home base! Or the Calypso Defense Forces? Where do they live?[/h]Oh yeah they do. Ever been to Chug’s Hideout? How about the far off outposts of Nymphtown and Ashi? Those regions seem pretty lawless… You might find some Wastelander items in those places.
As for CDF, well, a while back Bilton Towers was known to house some CDF folks. Also corporations might offer discounts to employ CDF guards to look after their cities. You might find some folks mixed in there.
[h=3]Planetary Goverment has no home. So… what’s up with that?[/h]It’s designed to be a very easy quest to complete. Yes you will get a PvP flag from folks who have to raid the planetary government. They will either be allied with the Wastelanders, or the Mutants. Corporate interests have no interest attacking government facilities. However, there are government offices in every town, and at every outpost. It’s pretty easy to complete this quest compared to others. They usually just want you to deliver some mail or kill 10 mobs.
[h=3]This seems pretty hard! If you cant succeed at every mission every day, how do you expect players to get 2 million points?!?!?! Thats stupid.[/h]I dont expect people to solo them. This is for societies. Get more active members. Active societies will excel here. Inactive societies may find this difficult. Small societies with skilled users will be able to complete all missions. Large societies full of newbies will miss quite a few, but by roll of the dice their members will still get a few points every day from low end missions.
The more members you have, the more missions they can try per day.

What about other planets? These are only Calypso factions.

A society headquartered on another planet would be able to align themselves with their planets factions, and complete quests accordingly.

[h=2]Benefits[/h]I believe this structure benefits societies that last a while in-game, as well as benefits societies with heavy member base. It not only gives management tools, but incentivizes participation up to the point of virtually unlimited revenue share for society members through taxes shared on land areas.
This I feel will drive the user base up, giving everyone potentially access to ownership share, and will give societies that work at it quite a bit of clout in the game. Long term or small societies are never marginalized, as even they can be part of the land area revenue share simply by sticking around and staying active.
It also benefits Planet Partners and MA, because with the quest system I have in mind, these society quests will be money sinks that the partners can derive income from separate from Iron Missions or other quests.
[h=2]Drawbacks[/h]Some participants may feel disenfranchised because there is a cost associated with an advanced society.
Some participants may create societies dedicated to rapid advancement, and shun those who cannot complete daily missions.
 
More posts like magyar. It might hopefully help MindArk.
I also added a certain something regarding the governments (each could have +/-)
Would be more interesting :)
 
I also added a certain something regarding the governments (each could have +/-)
Would be more interesting :)

Im not sure if my design theme came across that way, but I would like to see a system where the more you align with one faction the more you face opposition from another. No society would be able to gather points from every faction. They would be weighted based off alliances which could shift at MA's whim.

So an alliance with Wastelanders might one day turn into an opposition with them, based off points accrued from other possible alliances. Ultimately my vision is this can result in PvP quests against the society itself, as it becomes viewed as a supporting arm of certain organizations.

This would encourage societies to recruit members who wanted to support different factions, since its the members who earn points on a day to day basis for them.
 
Really cool ideas, hope to see these implemented in future! :)
 
Lets add more great ideas :)
 
Lots of ideas, let's see some implementation. The society terminal is ancient. :tapfinger
 
Hopefully on le day we get a complete remake of Society Terminal and its options :)
 
Bump for more ideas :)
 
Bump for more ideas :)
 
Not sure more ideas are needed....


The current ones are


:wtg:FRICKING AWSOME !!:wtg:


Please MA Devs, one word on this!
 
Not sure more ideas are needed....


The current ones are


:wtg:FRICKING AWSOME !!:wtg:


Please MA Devs, one word on this!

Thanks, been trying to collect ideas for a few years now :) We have seen like 3-4 ideas implemented, which is great :)
 
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